override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI itemClothing; EntityAI itemEnt; ItemBase itemBs; float rand; itemEnt = player.GetInventory().CreateInInventory( "ImprovisedBag" ); \背包 itemClothing = player.FindAttachmentBySlotName( "Back" ); if ( itemClothing ) { SetRandomHealth( itemClothing ); itemEnt = itemClothing.GetInventory().CreateInInventory( "BandageDressing" ); \衣服里装的东西 这里是绷带 if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 2 ); player.SetQuickBarEntityShortcut(itemEnt, 2); string chemlightArray[] = { "Apple", "Pear", "Plum" }; \身上装的食物 int rndIndex = Math.RandomInt( 0, 4 ); itemEnt = itemClothing.GetInventory().CreateInInventory( chemlightArray[rndIndex] ); SetRandomHealth( itemEnt ); player.SetQuickBarEntityShortcut(itemEnt, 1); rand = Math.RandomFloatInclusive( 0.0, 1.0 ); if ( rand 0.65 ) itemEnt = player.GetInventory().CreateInInventory( "Pear" ); else itemEnt = player.GetInventory().CreateInInventory( "Plum" ); player.SetQuickBarEntityShortcut(itemEnt, 3); SetRandomHealth( itemEnt ); } \这里是背包里装的东西 itemEnt = player.GetInventory().CreateInInventory( "BeanieHat_Black" ); itemEnt = player.GetInventory().CreateInInventory( "WoolGlovesFingerless_ChristmasBlue" ); itemEnt = player.GetInventory().CreateInInventory( "BandageDressing" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 2 ); itemEnt = itemClothing.GetInventory().CreateInInventory( "Chemlight_Red" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 1 ); itemEnt = itemClothing.GetInventory().CreateInInventory( "StoneKnife" ); if ( Class.CastTo( itemBs, itemEnt ) ) itemBs.SetQuantity( 20 ); itemBs.SetQuantity( 20 ); itemClothing = player.FindAttachmentBySlotName( "Legs" ); if ( itemClothing ) SetRandomHealth( itemClothing ); itemClothing = player.FindAttachmentBySlotName( "Feet" ); } };
文章评论